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AlexHerbert joined the community
- Yesterday
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I am reporting an offending player that quit the game without resigning. I destroyed all their structures and units all of them. @user1 Lobby username : xerxes235 Offender username : PAUL-VEREGUEN commands.txt metadata.json
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I fixed the flare button by copy-pasting from your file. I didn't include all the panels because they are disproportionally larger on my laptop screen than your 2nd screenshot. While after giving it some thought a larger clickable surface would likely speed up your clicking and reduce errors this doesn't really solve the scaling issue. Your 2nd minimap doesn't look so much bigger than the standard one at all. Maybe the whole mod is built on a fallacy of modernGUI and it's derivate 0ad Better UI A26 being too large on my screen (I have 150% GUI scale in addition) so by copying it from there I would get a larger version; but I encountered at least one person using the mod already saying the vanilla version is too small. I updated it on mod.io but I don't think there is any work left to be done on it. I'm not really the author anyway I just copy-paste what other people wrote who copy-pasted themselves lol. But as you said @Atrik there might be a nice of players who find easily clickable symbols useful. You might just ask the original author to update it with your good-looking version or create a new separate A27 mod with it.
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xerxes235 joined the community
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This is what I'm most curious about. It would be interesting if you could achieve this.
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It's great seeing your progress-I wish you a good portion of endurance! Personally I never crossed the border to modding, only a bit towards development.
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Due to janky animations, it is hardly noticeable. Units either die too quickly or are practically immune to attacks. Some balance changes need to be made to make it work as intended. For example, units died to siege very fast. That's why I made organic units almost invulnerable to crush attacks, as they are in recent alphas.
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I'm interested to see how the counter system works in older versions compared to the current one. I saw there that you made comments with old versions, I saw that there was a damage system by infantry charges.
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It will be presented later, in a separate thread. Yes. Gameplay will be different. Core part of it will be the lack of phases, as they don't really make sense to me in 0 A.D. The timeline is fixed, and the city development can be balanced differently. One example is with structure costs. Higher tier buildings will require much more resources to build. Most will have build limits, as well. We'll see, I'll post details when most of it is ready.
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And what about the gameplay? Are you going to use the counter system from the old alphas? I mean gsm play from the latest alphas + balances from alphas 10-23.
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Because when 0ad was designed that was the trend and that was the last of the series with some setting in ancient times. Also some of the artists were AoM heaven modders.
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- new releases
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@Stan` @feneur
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No man... Spear cav are better than them. Everyone calls everything OP. Also marines are better than fanatics. Not fanatics vs cav, but in general. 9 marines beat 10 fanatics. +-------------+----------------------------+-----------------------------+ | Attribute | Marines | Fanatic | +-------------+----------------------------+-----------------------------+ | Cost | 60 Food, 40 Wood, 60 Metal | 120 Food, 100 Wood | | Total Cost | 160 resources | 220 resources | | Train Time | 15 seconds | 15 seconds | +-------------+----------------------------+-----------------------------+ | Attack | 16 Hack | 10 Hack, 8.5 Pierce | | Interval | 0.75 seconds | 1 second | | DPS | 21.33 Hack/sec | 10 Hack/sec, 8.5 Pierce/sec | +-------------+----------------------------+-----------------------------+ | Health | 200 | 200 | | Resistance | 3 Hack, 5 Pierce, 20 Crush | 3 Hack, 2 Pierce, 20 Crush | +-------------+----------------------------+-----------------------------+ | Speed | 11.4 | 13.3 | +-------------+----------------------------+-----------------------------+ + Athens have Hippo in p2 in combination +slingers that can rank up from the back This is ok imo, since athen have no champ cav at all. The play style in the community is very conservative and a bit uncreative. Meow came along and showed everyone how good elephant archer can be when utilized right. Stockfish rolled over other players with 30 rams. My point is not that any one of these is OP, but that a lot of units can be very good.
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Wolf of 0ad Street - Market pump exploit
Senator_LEVi replied to Seleucids's topic in Gameplay Discussion
I don't see how it is entirely accurate to make this is deal-breaking exploit. I think this calls into question the balance of the game as well. In an adequately balanced game with a fair teams (no significant rating differences between both team, >= 300 between the weakest and strongest on both sides) the chances of this aren't as high; compared to teams that are balanced with 1/2 very experienced players VS 4 novice/intermediates Let's apply this to another "OP"/"broken" feature in the game. Champ cavalry, or naked fanatics. How effective is it when teams are fairly balanced? Not as much. The brokenness of a unit or feature is only as good as a single game's lobby. And the counter to the aforementioned units are available to all players. It's also quite simple to spot if a player's end game is champion cavalry. Irrelevant as the next point is, but there are plenty of early game plays that can be made. And only a few players are good enough to even completely change the tide of the game when using such units en masse. It would also require a lack of market activity from all players. Additionally, "exploit" trade rates appear naturally towards end game, due to an obvious resource mismanagement of any degree of players. It's not uncommon to see sudden spikes in trade rates (500 metal for 1500 food or wood, and vice versa) and profit from them. All in all, I would like to bring it back to paragraph 3. However, an easy fix to this is for hosts to simply ban this from their individual games. I do not understand however why players are banning naked fanatics. There is increasingly a pro -ban lobby appearing within the game, overusing terms like "OP", for no apparent reason. (Vote for me and I will ban the next game unit that you don't like.) -
Remaking Base Game Maps!
wowgetoffyourcellphone replied to Souldbyt's topic in Scenario Design/Map making
If you are going to update the maps, then make sure to use the newest terrain biomes. -
Update: Roman Army Camps can now train Marian Legionaries. I've restricted them to training only melee infantry and Siege Rams. I've also made a bunch of other "balance" changes. Looking now for a way to limit the population cap to a more manageable number. EDIT: Was an easy fix inside simulation/components/Player.js
- Last week
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zisel joined the community
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Best4x4 joined the community
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Not applicable or appropriate for the Alpha 9 version, that I'm using. I'm doing incremental updates to an earlier Alpha. My first big plan is to backport healing by Priests, and any bug fixes possible. I've already removed the useless and legacy "Stamina" attribute. There was a blue bar next to health, now it's gone. Eventually, I hope to make a total conversion mod for this specific version, complete with custom AI and build orders. If you've ever played Praetorians RTS, that is something I have in mind.
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This is the current hoplite icon: I think it might be a good idea to use the same icon for the same unit type, irrespective of civ, to avoid confusion and decrease thinking time. Hoplites are not the same as spearman though.
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Others RTS - Discuss / Analysis
Genava55 replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
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I proudly present my first game modification I've replaced the weird Hellenic infantry spearman portrait (found here) with a more aesthetically pleasing one (just a previous icon, really): Here is how it looks in-game: Now, let's see if I can replace that ugly old Barracks portrait. And maybe fix some bugs by backporting code to this version. EDIT: I've replaced the icons for both Barracks and the Roman Army Camp. Alpha 9 used Fortress portrait as a placeholder for the camp. EDIT2: Persian Barracks and stable portraits also backported. It's already much nicer to look at.
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Shraundlk joined the community
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Souldbyt started following Remaking Base Game Maps!
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I love 0AD's basegame maps, dont get me wrong, but some of them look a little dated. This is where Map Remakes comes into play. This mod remakes the Base 0AD maps to fit right into the modern era! At the moment, four maps are complete- Mediterranean Coves, Gallic Fields, Gambia River and Two Seas (This map is rather scuffed from the begining, so there is a good chance that I will give it a complete overhaul at some point) Features of the remake(s) - Grass, New flora and fauna, and in general, more detail (The performance impact isn't much however) Also, if you notice any floating grass, this is an game bug and not something I can fix map-remakes.zip
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Board games in the same setting (or close) to 0ad
Devavella replied to Sp00ky's topic in Introductions & Off-Topic Discussion
Iād be into a compact hex-based board game with quick turns and simple resource management, set in a 0 A.D.-inspired world. Could work well solo or co-op too.
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